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added 2 partymembers and some other stuff
- re-added bor party member - added jerdly party member - moved the tower_outside map to a folder - etcetera
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,125 @@ | ||
local actor, super = Class(Actor, "bor") | ||
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function actor:init() | ||
super.init(self) | ||
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-- Display name (optional) | ||
self.name = "Bor" | ||
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-- Width and height for this actor, used to determine its center | ||
self.width = 23 | ||
self.height = 18 | ||
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-- Hitbox for this actor in the overworld (optional, uses width and height by default) | ||
self.hitbox = {3, 9, 17, 9} | ||
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-- Color for this actor used in outline areas (optional, defaults to red) | ||
self.color = {0, 0, 1} | ||
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-- Path to this actor's sprites (defaults to "") | ||
self.path = "party/bor/dark" | ||
-- This actor's default sprite or animation, relative to the path (defaults to "") | ||
self.default = "walk" | ||
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-- Sound to play when this actor speaks (optional) | ||
self.voice = "bor" | ||
-- Path to this actor's portrait for dialogue (optional) | ||
self.portrait_path = "face/bor" | ||
-- Offset position for this actor's portrait (optional) | ||
self.portrait_offset = {-18,-2} | ||
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-- Whether this actor as a follower will blush when close to the player | ||
self.can_blush = false | ||
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-- Table of sprite animations | ||
self.animations = { | ||
-- Movement animations | ||
["fall"] = {"fall", 4/30, true}, | ||
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-- Battle animations | ||
["battle/idle"] = {"battle/idle", 1/15, true}, | ||
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["battle/attack"] = {"battle/attack", 1/15, false}, | ||
["battle/act"] = {"battle/act", 1/15, false}, | ||
["battle/spell"] = {"battle/attack", 1/15, false, next="battle/idle"}, | ||
["battle/item"] = {"battle/item", 1/15, false, next="battle/idle"}, | ||
["battle/spare"] = {"battle/spare", 1/15, false, next="battle/idle"}, | ||
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["battle/attack_ready"] = {"battle/attackready", 1/15, false}, | ||
["battle/act_ready"] = {"battle/actready", 1/15, false}, | ||
["battle/spell_ready"] = {"battle/attackready", 1/15, false}, | ||
["battle/item_ready"] = {"battle/itemready", 1/15, false}, | ||
["battle/defend_ready"] = {"battle/defend", 0.05, false}, | ||
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["battle/act_end"] = {"battle/idle", 1/15, false, next="battle/idle"}, | ||
["battle/spell_end"] = {"battle/idle", 1/15, false, next="battle/idle"}, | ||
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["battle/rude_buster"] = {"battle/attackready", 1/15, false, next="battle/idle"}, | ||
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["battle/hurt"] = {"battle/hurt", 1/15, false, temp=true, duration=0.5}, | ||
["battle/defeat"] = {"battle/defeat", 1/15, false}, | ||
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["battle/transition"] = {"battle/idle", 0.2, true}, | ||
["battle/intro"] = {"battle/intro", 0.05, true}, | ||
["battle/victory"] = {"battle/victory", 1/10, false}, | ||
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-- Cutscene animations | ||
["jump_ball"] = {"ball", 1/15, true}, | ||
} | ||
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-- Tables of sprites to change into in mirrors | ||
self.mirror_sprites = { | ||
["walk/down"] = "walk/up", | ||
["walk/up"] = "walk/down", | ||
["walk/left"] = "walk/left", | ||
["walk/right"] = "walk/right", | ||
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["walk_unhappy/down"] = "walk_unhappy/up", | ||
["walk_unhappy/up"] = "walk_unhappy/down", | ||
["walk_unhappy/left"] = "walk_unhappy/left", | ||
["walk_unhappy/right"] = "walk_unhappy/right", | ||
} | ||
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-- Table of sprite offsets (indexed by sprite name) | ||
self.offsets = { | ||
-- Movement offsets | ||
["walk/left"] = {0, 0}, | ||
["walk/right"] = {0, 0}, | ||
["walk/up"] = {0, 0}, | ||
["walk/down"] = {0, 0}, | ||
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["walk_unhappy/down"] = {0, 0}, | ||
["walk_unhappy/left"] = {0, 0}, | ||
["walk_unhappy/right"] = {0, 0}, | ||
["walk_unhappy/up"] = {0, 0}, | ||
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["walk_blush/down"] = {0, 0}, | ||
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["slide"] = {0, 0}, | ||
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-- Battle offsets | ||
["battle/idle"] = {-5, -1}, | ||
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["battle/attack"] = {-4, -25}, | ||
["battle/attackready"] = {-4, -25}, | ||
["battle/act"] = {-4, -25}, | ||
["battle/actready"] = {-4, -25}, | ||
["battle/spell"] = {-5, -5}, | ||
["battle/spellready"] = {-5, -5}, | ||
["battle/item"] = {-4, -25}, | ||
["battle/itemready"] = {-4, -25}, | ||
["battle/defend"] = {-4, -25}, | ||
["battle/spare"] = {-4, -25}, | ||
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["battle/defeat"] = {-8, -5}, | ||
["battle/hurt"] = {-5, 0}, | ||
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["battle/intro"] = {-37, -14}, | ||
["battle/victory"] = {-37, -14}, | ||
|
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-- Cutscene offsets | ||
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} | ||
end | ||
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||
return actor |
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,23 @@ | ||
---@class Actor.jerdly : Actor | ||
local actor, super = Class("berdly", "jerdly") | ||
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function actor:init() | ||
super.init(self) | ||
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end | ||
local function h(hex) | ||
return {tonumber(string.sub(hex, 2, 3), 16)/255, tonumber(string.sub(hex, 4, 5), 16)/255, tonumber(string.sub(hex, 6, 7), 16)/255, value or 1} | ||
end | ||
function actor:onSpriteInit(sprite) | ||
sprite:addFX(PaletteFX({ | ||
h '#46b3fb', | ||
h '#31b081', | ||
h '#79ff95', | ||
}, { | ||
h '#549d58', | ||
h '#319cb0', | ||
h '#79fcff', | ||
})) | ||
end | ||
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return actor |
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,52 @@ | ||
local item, super = Class(Item, "steel_coating") | ||
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function item:init() | ||
super.init(self) | ||
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-- Display name | ||
self.name = "SteelCoating" | ||
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-- Item type (item, key, weapon, armor) | ||
self.type = "armor" | ||
-- Item icon (for equipment) | ||
self.icon = "ui/menu/icon/armor" | ||
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-- Battle description | ||
self.effect = "" | ||
-- Shop description | ||
self.shop = "" | ||
-- Menu description | ||
self.description = "A transparent, flexible metal shell forged to highly increase the defense of certain beings." | ||
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-- Default shop price (sell price is halved) | ||
self.price = 200 | ||
-- Whether the item can be sold | ||
self.can_sell = true | ||
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-- Consumable target mode (ally, party, enemy, enemies, or none) | ||
self.target = "none" | ||
-- Where this item can be used (world, battle, all, or none) | ||
self.usable_in = "all" | ||
-- Item this item will get turned into when consumed | ||
self.result_item = nil | ||
-- Will this item be instantly consumed in battles? | ||
self.instant = false | ||
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-- Equip bonuses (for weapons and armor) | ||
self.bonuses = { | ||
defense = 6, | ||
} | ||
-- Bonus name and icon (displayed in equip menu) | ||
self.bonus_name = "Tough Cover" | ||
self.bonus_icon = "ui/menu/icon/armor" | ||
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-- Equippable characters (default true for armors, false for weapons) | ||
self.can_equip = {} | ||
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-- Character reactions | ||
self.reactions = { | ||
bor = "It fits just right." | ||
} | ||
end | ||
|
||
return item |
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,52 @@ | ||
local item, super = Class(Item, "tealstartophat") | ||
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function item:init() | ||
super.init(self) | ||
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-- Display name | ||
self.name = "TealStarTopHat" | ||
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-- Item type (item, key, weapon, armor) | ||
self.type = "armor" | ||
-- Item icon (for equipment) | ||
self.icon = "ui/menu/icon/armor" | ||
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-- Battle description | ||
self.effect = "" | ||
-- Shop description | ||
self.shop = "" | ||
-- Menu description | ||
self.description = "A neatly designed top hat engraved with stars.\nWhen worn, it increases the user's magic power." | ||
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-- Default shop price (sell price is halved) | ||
self.price = 200 | ||
-- Whether the item can be sold | ||
self.can_sell = true | ||
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-- Consumable target mode (ally, party, enemy, enemies, or none) | ||
self.target = "none" | ||
-- Where this item can be used (world, battle, all, or none) | ||
self.usable_in = "all" | ||
-- Item this item will get turned into when consumed | ||
self.result_item = nil | ||
-- Will this item be instantly consumed in battles? | ||
self.instant = false | ||
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-- Equip bonuses (for weapons and armor) | ||
self.bonuses = { | ||
magic = 15, | ||
} | ||
-- Bonus name and icon (displayed in equip menu) | ||
self.bonus_name = "MP UP" | ||
self.bonus_icon = "ui/menu/icon/magic" | ||
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-- Equippable characters (default true for armors, false for weapons) | ||
self.can_equip = {} | ||
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-- Character reactions | ||
self.reactions = { | ||
bor = "Cool Design" | ||
} | ||
end | ||
|
||
return item |
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,55 @@ | ||
local item, super = Class(Item, "fire_shard") | ||
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function item:init() | ||
super.init(self) | ||
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-- Display name | ||
self.name = "Fire Shard" | ||
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-- Item type (item, key, weapon, armor) | ||
self.type = "weapon" | ||
-- Item icon (for equipment) | ||
self.icon = "ui/menu/icon/shard" | ||
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-- Battle description | ||
self.effect = "" | ||
-- Shop description | ||
self.shop = "" | ||
-- Menu description | ||
self.description = "A shard of hot energy fabricated from\npowerful Fire magic power." | ||
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-- Default shop price (sell price is halved) | ||
self.price = 480 | ||
-- Whether the item can be sold | ||
self.can_sell = true | ||
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-- Consumable target mode (ally, party, enemy, enemies, or none) | ||
self.target = "none" | ||
-- Where this item can be used (world, battle, all, or none) | ||
self.usable_in = "all" | ||
-- Item this item will get turned into when consumed | ||
self.result_item = nil | ||
-- Will this item be instantly consumed in battles? | ||
self.instant = false | ||
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-- Equip bonuses (for weapons and armor) | ||
self.bonuses = { | ||
attack = 6, | ||
magic = 14 | ||
} | ||
-- Bonus name and icon (displayed in equip menu) | ||
self.bonus_name = "Heat" | ||
self.bonus_icon = "ui/menu/icon/fire" | ||
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-- Equippable characters (default true for armors, false for weapons) | ||
self.can_equip = { | ||
bor = true | ||
} | ||
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-- Character reactions | ||
self.reactions = { | ||
bor = "It's smoking hot!" | ||
} | ||
end | ||
|
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return item |
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